;
;   CIVILIZATION GAME DATA
;   Extended Original
;   Copyright (c) 1999 by MicroProse Software
;
;   You can alter this file at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;   All values entered in rules.txt are bounded by +/-127. 
;   However, this does not mean that all numbers within this 
;   range will work properly, for example, unit costs must 
;   not exceed 17.
;
@COSMIC
2    ; Road movement multiplier
2    ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2    ; # of food each citizen eats per turn
10   ; # of rows in food box (rows * city_size+1 = box)
10   ; # of rows in shield box
1    ; Settlers eat (govt <= Monarchy)
2    ; Settlers eat (govt >= Communism)
7    ; City size for first unhappiness at Chieftain level
14   ; Riot factor based on # cities (higher factor lessens the effect)
8    ; Aqueduct needed to exceed this size
12   ; Sewer System needed to exceed this size
10   ; Tech paradigm (higher # slows research)
20   ; Base time for engineers to transform terrain (x2)
3    ; Monarchy  pays support for all units past this (max 8)
3    ; Communism pays support for all units past this (max 8)
8    ; Fundamentalism pays support for all units past this (max 8)
0    ; Communism is equivalent of this palace distance.
0    ; Fundamentalism loses this % of science
50   ; Percent shield penalty for production type change
8    ; Max paradrop range
75   ; Mass/Thrust paradigm (increasing slows spaceship time)
5    ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
1    ; Score value of each citizen
20   ; Score value of each wonder
1    ; Score value of spaceship, 1=# of habitats x prob. of success, 0=0
-10  ; Score value per player-controlled pollution
1    ; Score value (x3) per turn of peace after turn 199
5    ; Score value per Future Technology
0    ; Score penalty per betrayal
0    ; Score penalty per unit destroyed
00000011 ; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0    ; Helicopters pick up huts 0=no 1=yes

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
75mm Gun,           6, 0,  War, nil, 2, 0    ; AFl
88mm Gun,           4, 0,  Cmp, Gen, 2, 0    ; Alp
Medium Armor,       5, 0,  CA,  X4,  2, 0    ; Amp
Heavy Armor,        3, 0,  Alp, Fli, 2, 0    ; Ast
Atomic Theory,      4, 0,  no,  no,  3, 2    ; Ato
Automobile,         6, 0,  Uni, nil, 3, 1    ; Aut       5
Banking,            4, 1,  no,  no,  1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 3, 2    ; Bri
Advanced Fighter,   6, 0,  Phi, nil, 1, 0    ; Bro
Ceremonial Burial,  5, 0,  no,  no,  0, 2    ; Cer
Attack Planes,      6, 0,  AFl, X4,  1, 0    ; Che      10
Bomber Advance 1,   5, 0,  X4,  nil, 1, 0    ; Chi
Bomber Advance 2,   4, 0,  Chi, Phi, 1, 0    ; CoL
105mm Gun,          5, 0,  nil, AFl, 0, 1    ; CA
Submarines,         3, 0,  U1,  nil, 3, 0    ; Cmb
Propaganda,         2, 0,  nil, nil, 3, 1    ; Cmn      15
Anti-Tank,          4, 0,  X4,  Phi, 2, 0    ; Cmp
Self-Propelled Gun1,4, 0,  Cmp, CA,  0, 1    ; Csc
not used,           4, 0,  Cmp, no,  0, 4    ; Cst
Mobile Rockets,     4, 0,  U3,  CA,  1, 1    ; Cor
Parachutes,         4, 0,  Phi, X4,  0, 0    ; Cur      20
Jet Engine,         6, 0,  CoL, E1,  1, 1    ; Dem
Peenmnde,          5, 0,  U1,  CoL, 1, 1    ; Eco
Rocketry,           4, 0,  Uni, nil, 1, 1    ; E1
Electronics,        4, 1,  E1,  Cor, 3, 2    ; E2
Field S.S.,         4, 0,  Phi, U1,  2, 2    ; Eng      25
Unconventional War, 3, 0,  Phi, U2,  1, 2    ; Env
Radar,              5, 0,  U2,  nil, 3, 2    ; Esp
Decoding,           5, 0,  U2,  nil, 3, 2    ; Exp
Mobile A.A.,        4, 0,  Che, nil, 1, 0    ; Feu
Self-Propelled Gun2,3, 0,  X4,  Csc, 0, 1    ; Fli      30
Fundamentalism,     3, 0,  no,  no,  2, 2    ; Fun
Shipping,           3, 0,  U2,  X4,  3, 0    ; FP
Assault Gun,        3, 2,  U1,  Phi, 0, 0    ; Gen
Guerrilla Warfare,  4, 0,  nil, U3,  2, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  no,  no,  0, 0    ; Hor
Industrialization,  6, 0,  nil, nil, 3, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
Laser,              4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,   1, 2    ; MT
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP
Modern Warfare,     7, 0,  nil, nil, 0, 0    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  no,  no,  0, 2    ; PT
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  nil, nil, 2, 1    ; RR
Recycling,          2, 1,  no, no,   3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
Republic,           5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocket,             6,-2,  no,  no,   3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup         80
Resistance,         6,-1,  Uni, nil, 2, 0    ; Tac
African Offensive,  3, 2,  Uni, nil, 1, 2    ; The
Battle of Britain,  4, 0,  Uni, nil, 1, 2    ; ToG
Defeat,             4, 2,  Uni, nil, 2, 1    ; Tra
Base Technology,    5, 1,  no,  no,  3, 1    ; Uni         85
Start Technology,   4,-1,  Uni, nil, 3, 1    ; War
Defeat of Wall,     4,-1,  Uni, nil, 0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,    1, 0,  nil, nil, 3, 3    ; ...
Axis Tactics,         6,-2,  Uni, nil, 2, 1    ; U1        90
Allied Tactics,       8, 0,  Uni, nil, 1, 2    ; U2
Soviet Tactics,       5,-1,  Uni, nil, 0, 2    ; U3
Neutrality,           5,-1,  Uni, nil, 3, 1    ; X1
Basic Improvements,   4,-1,  Uni, nil, 3, 2    ; X2
Advanced Improvements,4,-2,  Uni, nil, 3, 2    ; X3
Added Techs,          4,-2,  Uni,  nil,3, 2    ; X4
City Defense,         7, 0,  Uni,  nil,3, 2    ; X5
Italian Tactics,      7, 0,  Uni,  nil,2, 1    ; X6
Transcendence,        9, 2,  no,   no, 3, 2    ; X7


;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    no,
Barracks,                 4,  1,    no,
Granary,                  6,  1,    X2,
Propaganda,               4,  1,    Cmn,
MarketPlace,              8,  1,    X2,       5
Library,                  8,  1,    X2,
Post Office,              8,  1,    X2,
City Walls,               8,  0,    X5,
Aqueduct,                 8,  2,    X2,
Bank,                     12, 3,    X2,       10
Cathedral,                12, 3,    X2,
Academy,                  16, 3,    X2,
Mass Transit,             16, 4,    no,
Colosseum,                10, 4,    X2,
Factory,                  40, 4,    X2,       15
Manufacturing Plant,      25, 6,    X2,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    X2,
Hydro Plant,              24, 4,    no,       20
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    X3,
Sewer System,             12, 2,    X2,
Supermarket,               8, 3,    no,
Superhighways,            20, 5,    no,       25
Research Lab,             16, 3,    X3,
Radar Tower,              10, 2,    Esp,
Coastal Fortress,          8, 1,    X2,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    X2,       30
Offshore Platform,        16, 3,    X3,
Airport,                  16, 3,    no,
Police Station,           6,  2,    X2,
Port Facility,            8,  3,    no,
Sea Transport,            16, 3,    FP,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
War Bonds,                60, 0,    nil,
Hitler Jgen,             20, 0,    nil,
Reichstag,                20, 0,    nil,
Anschluss,                20, 0,    nil,
U-Boat Base,              20, 0,    Cmb,
ULTRA,                    30, 0,    Exp,
Propaganda Campaigns,     30, 0,    Cmn,
AtlantikWall,             30, 0,    nil,
Wehmarcht War Ministry,   30, 0,    nil,
Krupp Steel Works,        30, 0,    nil,
Kremlin,                  20, 0,    nil,
St. Basil's Cathedral,    40, 0,    nil,
Not Used,                 30, 0,    no,
Suez Canal,               40, 0,    nil,
Buckingham Palace,        30, 0,    nil,
Causcuss Oil,             40, 0,    nil,
J. S. Bach's Cathedral,   40, 0,    no,
Reichluftfahrtministrium,40, 0,    nil,
Lend Lease,               40, 0,    nil,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    nil,
Eiffel Tower,             30, 0,    nil,
Empire State Building,    60, 0,    nil,
Tankograd,                60, 0,    nil,
Peenmnde Project,        80, 0,    Eco,
League of Nations,        60, 0,    no,
Rome-Berlin Axis,         60, 0,    nil,
Geopolitics,              60, 0,    nil,
Fascist Rallies,          60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,         ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,         ; Great Library
nil,        ; Oracle
Whe,        ; Great Wall
Tra,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
X1,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   100000000000000 = Unit can spot submarines
;   010000000000000 = x2 on defense versus air (AEGIS)
;   001000000000000 = Destroyed after attacking (missiles)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000001000000000 = Alpine (treats all squares as road)
;   000000100000000 = Can make paradrops
;   000000010000000 = Can carry air units (carrier)
;   000000001000000 = Negates city walls (howitzer)
;   000000000100000 = Ship must stay near land (trireme)
;   000000000010000 = Can attack air units (fighter)
;   000000000001000 = Submarine advantages/disadvantages
;   000000000000100 = Can make amphibious assaults
;   000000000000010 = Ignore zones of control
;   000000000000001 = Two space visibility
;
;
@UNITS
Engineers,    nil, 0,  3.,0,  0a,1d,  2h,1f,  4,0,  5, X4,  000000000000000
Heer Division,nil, 0,  3.,0,  13a,10d,3h,3f,  2,0,  1, U1,  000100001000000
Kampfstaffel, nil,  0, 3.,0,  14a,9d, 3h,3f,  2,0,  0, U1,  000100001000000
Panzerschreck,nil, 0,  3.,0,  20a,3d, 3h,4f,  2,0,  0, Cmp, 001100001000000
Waffen S.S.,  nil, 0,  3.,0,  14a,9d, 3h,4f,  4,0,  0, Eng, 100100001000011
Fallschirmjger,nil,0, 3.,0,  13a,9d, 3h,3f,  3,0,  1, Cur, 000100101000000
Afrika Korps, nil, 0,  3.,0,  15a,11d,3h,3f,  2,0,  0, U1,  000100001000000
Italian Division,nil,0,3.,0,  11a,8d, 3h,3f,  1,0,  1, X6,  000100001000000
Field Marshal,nil, 0,  5.,0,  15a,10d,5h,4f,  9,0,  1, nil, 000100001000000
Partisans,    nil, 0,  3.,0,  9a,4d,  2h,6f,  1,0,  1, Gue, 000101001000010
Soviet Division,nil,0, 4.,0,  15a,13d,4h,3f,  1,0,  1, U3,  010101101000010
Red Guards,    nil,0,  4.,0,  18a,11d,4h,3f,  2,0,  0, U3,  010101101000010
French Division,X2,0,  0.,0,  12a,9d, 3h,3f,  2,0,  1, Amp, 000100001000000
British Division,nil,0,3.,0,  13a,10d,3h,3f,  2,0,  1, U2,  000100001000010
American GIs, nil, 0,  4.,0,  16a,9d, 3h,3f,  2,0,  0, X4,  000100001000010
Bazooka,      nil, 0,  3.,0,  20a,3d, 3h,4f,  2,0,  0, Cmp, 001100001000010
Airborne,     nil, 0,  3.,0,  13a,9d, 3h,3f,  3,0,  1, Cur, 000100101000010
Allied General,nil,0,  5.,0,  4a,1d,  1h,1f,  9,0,  0, nil, 000100001000010
Gn. Patton,   nil, 0,  6.,0,  5a,1d,  1h,1f,  9,0,  0, nil, 000100001000010
Panzer Grenadiers,nil,0,5.,0, 15a,7d, 3h,3f,  4,0,  0, U1,  000000001000000
Light Pazner, Amp, 0,  5.,0,  13a,8d, 3h,4f,  5,0,  0, U1,  000000000000000
Panzer IV,    Amp, 0,  5.,0,  15a,11d,3h,4f,  6,0,  0, AFl, 000000000000000
Tiger,        Ast, 0,  4.,0, 20a,11d, 4h,4f,  8,0,  0, Alp, 000000000000000
Panther,      nil, 0,  5.,0, 20a,15d, 3h,4f,  7,0,  0, Amp, 000000000000000
Knigstiger,  nil, 0,  4.,0, 20a,15d, 4h,4f, 11,0,  0, Ast, 000000000000000
KW-1,         AFl, 0,  5.,0, 18a,13d, 4h,4f,  7,0,  0, U3,  000001001000010
KW-2,         AFl, 0,  4.,0, 13a,6d,  4h,4f,  7,0,  0, U3,  000000001000000
T-34/76,      Amp, 0,  6.,0, 24a,14d, 3h,4f,  5,0,  3, AFl, 010001001000010
T-34/85,      nil, 0,  6.,0, 26a,16d, 3h,4f,  5,0,  0, Amp, 010001001000010
IS-2,         nil, 0,  5.,0, 27a,13d, 4h,4f,  7,0,  0, Ast, 110001001000010
Armored A.P.C.,nil,0,  5.,0, 13a,10d, 3h,3f,  4,0,  1, X4,  000000001000010
Motorized,    nil, 0,  5.,0, 15a,7d,  3h,3f,  4,0,  0, X4,  000000001000010
MK II Matilda,X4,  0,  5.,0, 14a,11d, 3h,4f,  6,0,  0, U2,  000000000000010
Churchill,    Amp, 0,  4.,0, 14a,11d, 4h,4f,  8,0,  0, AFl, 000000000000010
M3 Lee/Grant, Alp, 0,  5.,0, 17a,11d, 3h,4f,  6,0,  0, X4,  000000000000010
M4 Sherman,   nil, 0,  5.,0, 19a,12d, 3h,4f,  5,0,  0, Amp, 000000000000010
M.26 Pershing,nil, 0,  4.,0,  21,14d, 4h,4f,  9,0,  0, Ast, 000000000000010
75mm,         Alp, 0,  2.,0, 18a,1d,  2h,5f,  5,0,  0, AFl, 000000001000000
85mm,         CA,  0,  2.,0, 21a,1d,  2h,5f,  5,0,  0, Alp, 000000001000000
105mm,        Csc, 0,  2.,0, 26a,1d,  2h,6f,  5,0,  0, CA,  000000001000000
Flak-88mm,    nil, 0,  2.,0, 0a,9d,   3h,6f,  5,0,  0, Cmp, 000010001000000
Tracked,      Fli, 0,  3.,0, 23a,2d,  3h,6f,  5,0,  0, Csc, 000000001000000
A.A. Battery, nil, 0,  1.,0,  0a,9d,  4h,4f,  8,0,  1, Alp, 010000000000000
A.A. Truck,   nil, 0,  5.,0, 15a,9d,  3h,3f,  5,0,  0, Feu, 010000001010000
Elefant,      nil, 0,  3.,0, 26a,2d,  3h,6f, 10,0,  0, Fli, 000000001000000
M40SPG,       nil, 0,  3.,0, 25a,2d,  3h,6f,  9,0,  0, Fli, 000000001000000
Resistance,   nil, 0,  2.,0, 13a,0d,  1h,8f,  1,0,  0, Wri, 000000001000010
Commando,     nil, 0,  2.,0,  0a,3d,  1h,7f,  3,0,  6, Env, 000000000001011
Katyusha,     nil, 0,  4.,0, 26a,2d,  3h,6f,  7,0,  0, Cor, 000001001000000
Me.109,       Dem, 1, 14.,2, 14a,10d, 3h,4f,  6,0,  3, U1,  000000000010010
Fw.190G,      nil, 1, 18.,2, 23a,8d,  3h,4f,  7,0,  3, Bro, 000000000010011
Me.262,       nil, 1, 20.,2, 18a,9d,  2h,7f, 12,0,  3, Dem, 000000000010010
Ju.87 Stuka,  nil, 1, 23.,1, 23a,1d,  2h,4f,  7,0,  0, Che, 000000000000010
He.111,       Chi, 1, 22.,2, 16a,1d,  4h,4f,  9,0,  0, U1,  000000000000010
Hs.129,       CoL, 1, 18.,2, 20a,1d,  4h,4f,  9,0,  0, Chi, 000000000000010
Ar.234,       nil, 1, 22.,2, 24a,6d,  4h,4f, 10,0,  0, CoL, 000000000000011
Yak-9,        nil, 1, 20.,2, 18a,8d,  5h,3f,  3,0,  3, U3,  000001000010010
Il-2 Stormovik,nil,1, 18.,1, 23a,1d,  3h,4f,  5,0,  0, Che, 000000000000011
Hurricane,    Che, 1, 16.,2, 16a,8d,  3h,4f,  6,0,  3, U2,  000000000010010
Spitfire,     nil, 1, 15.,2, 16a,11d, 3h,4f,  7,0,  3, Bro, 000000000010010
P-51D Mustang,nil, 1, 18.,1, 20a,11d, 3h,4f,  7,0,  3, Che, 000000000010011
Lancaster,    Chi, 1, 24.,2, 18a,1d,  4h,4f, 10,0,  0, U2,  000000000000010
B-17,         CoL, 1, 30.,2, 22a,10d, 4h,4f, 11,0,  0, Chi, 000000000000010
B-29,         nil, 1, 34.,2, 26a,11d, 5h,4f, 13,0,  0, CoL, 000000000000011
V-2 Rocket,   nil, 1,  3.,0, 13a,0d,  1h,8f,  4,0,  0, E1,  000000001000010
Destroyer,    nil, 2, 16.,0, 13a,12d, 3h,4f,  5,0,  2, nil, 100000000000111
Cruiser,      nil, 2, 14.,0, 15a,14d, 4h,4f,  8,0,  2, nil, 000000000000001
P Battleship, nil, 2, 12.,0, 15a,14d, 4h,5f, 10,0,  2, nil, 000000000000000
Battleship,   nil, 2, 10.,0, 18a,17d, 5h,5f, 16,0,  0, nil, 000000000000000
U-Boat,       nil, 2, 10.,0, 20a,6d,  2h,7f,  6,0,  2, nil, 000000000101001
Carrier,      nil, 2, 10.,0,  0a,16d, 5h,4f, 12,0,  4, nil, 000000000000000
Landing Craft,nil, 2,  5.,0,  0a,4d,  2h,1f,  3,4,  4, nil, 000000000100000
Freighter,    nil, 2, 16.,0,  0a,8d,  4h,1f,  7,12, 4, nil, 000000000000000
Stug III,     nil, 0,  5.,0, 15a,10d, 3h,4f,  5,0,  1, Gen, 000000000000000
Minefield,    nil, 0,  0.,0,  0a,4d,  2h,9f,  5,0,  0, nil, 000000000000000
Pillbox,      nil, 0,  0.,0,  0a,12d, 9h,4f,  6,0,  0, nil, 000000000000000
Fortress,     nil, 0,  0.,0,  0a,30d, 9h,9f,  4,0,  0, nil, 000000000000000
Factory,      nil, 0,  0.,0,  0a,1d,  1h,0f,  3,0,  0, nil, 000100000000000
Industry,     nil, 0,  0.,0,  0a,1d,  1h,0f,  3,0,  0, nil, 000100000000000
Industrial,   nil, 0,  0.,0,  0a,1d,  1h,0f,  3,0,  0, nil, 000100000000000


;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;        . . .  Impassable
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
;  impassable = yes, no. 
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   yes,; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 2,   no,  0,15,  0,  Grs,   no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  Hil,   no, ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   no, ; For
Hills,      2,3,  1,0,0,   yes, 1,10, 2,   yes, 3,10,  1,  Pln,   no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   yes,; Mou
Steppe,     3,2,  1,0,0,   yes, 1,10, 3,   no,  0, 0,  0,  Drt,   no, ; Tun
Marshland,  1,2,  2,0,0,   yes, 1,10, 5,   no,  1,15,  3,  no,    no, ; Gla
Urban,      1,3,  5,5,3,   no,  1,15, 6,   no,  0,15,  0,  Pln,   no, ; Swa
Grass,      1,2,  2,0,0,   yes, 1, 5, 6,   For, 0,15,  0,  Pln,   no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    no, ; Oce
Oasis,      1,2,  3,1,0,
Horses,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Paper Mill, 2,3,  3,3,0,
Coal,       2,3,  1,2,0,
Gold,       3,6,  0,1,6,
Collective Farm,3,2,3,1,0,
Sugar Beet, 1,2,  1,1,4,
Urban,      0,3,  5,5,3,
Village,    1,2,  2,2,0,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Livestock,  1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Wine,       2,3,  1,0,4,
Ore,        3,6,  0,4,0,
Sheep,      3,2,  2,0,3,
Trout,      1,2,  3,0,2,
Spice,      0,3,  5,5,3,
Village,    1,2,  2,2,0,
Whales,     1,2,  2,2,3,

@TERRAIN1
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   yes,; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 2,   no,  0,15,  0,  Grs,   no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  Hil,   no, ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   no, ; For
Hills,      2,3,  1,0,0,   yes, 1,10, 2,   yes, 3,10,  1,  Pln,   no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   yes,; Mou
Steppe,     3,2,  1,0,0,   yes, 1,10, 3,   no,  0, 0,  0,  Drt,   no, ; Tun
Marshland,  1,2,  2,0,0,   yes, 1,10, 5,   no,  1,15,  3,  no,    no, ; Gla
Urban,      1,3,  5,5,3,   no,  1,15, 6,   no,  0,15,  0,  Pln,   no, ; Swa
Grass,      1,2,  2,0,0,   yes, 1, 5, 6,   For, 0,15,  0,  Pln,   no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    no, ; Oce
Oasis,      1,2,  3,1,0,
Horses,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Paper Mill, 2,3,  3,3,0,
Coal,       2,3,  1,2,0,
Gold,       3,6,  0,1,6,
Collective Farm,3,2,3,1,0,
Sugar Beet, 1,2,  1,1,4,
Urban,      0,3,  5,5,3,
Village,    1,2,  2,2,0,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Livestock,  1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Wine,       2,3,  1,0,4,
Ore,        3,6,  0,4,0,
Sheep,      3,2,  2,0,3,
Trout,      1,2,  3,0,2,
Spice,      0,3,  5,5,3,
Village,    1,2,  2,2,0,
Whales,     1,2,  2,2,3,

@TERRAIN2
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   yes,; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 2,   no,  0,15,  0,  Grs,   no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  Hil,   no, ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   no, ; For
Hills,      2,3,  1,0,0,   yes, 1,10, 2,   yes, 3,10,  1,  Pln,   no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   yes,; Mou
Steppe,     1,2,  1,0,0,   yes, 1,10, 3,   no,  0, 0,  0,  Drt,   no, ; Tun
Marshland,  3,3,  2,0,0,   yes, 1,10, 5,   no,  1,15,  3,  no,    no, ; Gla
Urban,      0,3,  5,5,3,   no,  1,15, 6,   no,  0,15,  0,  Pln,   no, ; Swa
Grass,      1,2,  2,0,0,   yes, 1, 5, 6,   For, 0,15,  0,  Pln,   no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    no, ; Oce
Oasis,      1,2,  3,1,0,
Horses,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,3,  1,2,0,
Gold,       3,6,  0,1,6,
Collective Farm,1,2,3,1,0,
Sugar Beet, 3,3,  1,1,4,
Urban,      0,3,  5,5,3,
Grass,      1,2,  2,0,0,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Livestock,  1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Wine,       2,3,  1,0,4,
Ore,        3,6,  0,4,0,
Sheep,      1,2,  2,0,3,
Trout,      3,3,  3,0,2,
Spice,      0,3,  5,5,3,
Grass,      1,2,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN3
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   yes,; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 2,   no,  0,15,  0,  Grs,   no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  Hil,   no, ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   no, ; For
Hills,      2,3,  1,0,0,   yes, 1,10, 2,   yes, 3,10,  1,  Pln,   no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   yes,; Mou
Steppe,     1,2,  1,0,0,   yes, 1,10, 3,   no,  0, 0,  0,  Drt,   no, ; Tun
Marshland,  3,3,  2,0,0,   yes, 1,10, 5,   no,  1,15,  3,  no,    no, ; Gla
Urban,      0,3,  5,5,3,   no,  1,15, 6,   no,  0,15,  0,  Pln,   no, ; Swa
Grass,      1,2,  2,0,0,   yes, 1, 5, 6,   For, 0,15,  0,  Pln,   no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    no, ; Oce
Oasis,      1,2,  3,1,0,
Horses,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,3,  1,2,0,
Gold,       3,6,  0,1,6,
Collective Farm,1,2,3,1,0,
Sugar Beet, 3,3,  1,1,4,
Urban,      0,3,  5,5,3,
Grass,      1,2,  2,0,0,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Livestock,  1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Wine,       2,3,  1,0,4,
Ore,        3,6,  0,4,0,
Sheep,      1,2,  2,0,3,
Trout,      3,3,  3,0,2,
Spice,      0,3,  5,5,3,
Grass,      1,2,  4,0,1,
Whales,     1,2,  2,2,3,


; Secondary Map Characteristics
; (modify at your own risk)
;
; 0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3
;
; 0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std
; 1=avg blob size (types 3 and 5 only)
; 2=avg # of blobs (types 3 and 5 only)
; 3=avg bridge length: 0-no bridges (types 3 and 5 only)
; 4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only)
; 5=# blue rooms
; 6=# ice rooms
; 7=# fire chambers
; 8=# storms
; DMF=desired length, minimum length, frequency
; specific effects depend on map type
; for AC game:
; DMF1=No, No, No
; DMF2=No, No, No
; DMF3=No, No, No

@SECONDARY_MAPS
6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0, 
6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0, 
6, 0,0, 0,0, 0,0,0,0, 0,0,0, 0,0,0, 0,0,0,


@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Fhrer,      High Priestess
Republic,       Head of State,Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,        Roman,         0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Churchill/Roosevelt,Ishtari,       0, 2, 0, Allies,        Allied,       -1, -1,  1,
Hitler,       Maria Theresa,       0, 3, 3, Germans,       German,        1, -1,  1,     6, Chancellor, Chancellor
Josef Terboven,Cleopatra,          1, 4, 0, Norwegians,    Norwegian,     0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Yugoslavians,  Yugoslavian,  -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Petain,    Hippolyta,              1, 6, 1, French,        French,        0,  1, -1,     6, Prime Minister, Prime Minister
Pichi,        Marendi,             0, 7, 2, Gazpichi,      Gazpichi,      1,  1, -1,     0, Ik, Ek, 3, Kof, Ha'Kof, 4, Walapo, Awalapo, 5, Sinet, Asinet, 6, Joy, Joyid
Stalin,       Catherine the Great, 1, 1, 3, U.S.S.R.,      Soviet,        1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,         Zulu,          1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,        French,        1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,        Aztec,         0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,       Chinese,       0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,       English,       0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Gustav V,     Fanroff,             1, 7, 2, Neutrals,      Neutral,       0,  0,  0,     0, Olo, Alu, 3, Powa, Poelu, 4, Rurath, Ruoff, 5, Olido, Alidu, 6, Barit, Barit
Cunobelin,    Boadicea,            1, 1, 0, Celts,         Celtic,       -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,      Japanese,      1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,       Viking,        1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,       Spanish,      -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,      Persian,       0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian,  0,  0, -1,
Mux,          Fute,                0, 7, 2, Treg,          Tregin,       -1, -1,  1,     0, Ed, Edi, 3, Ghec, Ghej, 4, Polt, Polti, 5, Kocim, Cimi, 6, Hafin, Hafini

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Ammunition,
Chemicals,
Rations,
Medical Supplies,
Explosives,
Steel,
Mechanical Parts,
Treads,
Bonds,
Coal,
Engines,
Timber,
Clothing,
Ore,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Build Transporter,  J
Go to,              G


@DIFFICULTY
Private
Captain
Lieutenant
General
Field Marshal
Fhrer

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged


@CIVILIZE2
0 ; AFl
0 ; Alp
1 ; Amp
1 ; Ast
0 ; Ato
0 ; Aut
0 ; Ban
0 ; Bri
0 ; Bro
0 ; Cer
1 ; Che
1 ; Chi
1 ; CoL
0 ; CA
5 ; Cmb
0 ; Cmn
0 ; Cmp
0 ; Csc
0 ; Cst
7 ; Cor
0 ; Cur
5 ; Dem
5 ; Eco
7 ; E1
0 ; E2
5 ; Eng
6 ; Env
6 ; Esp
6 ; Exp
0 ; Feu
0 ; Fli
0 ; Fun
4 ; FP
0 ; Gen
3 ; Gue
0 ; Gun
0 ; Hor
0 ; Ind
0 ; Inv
0 ; Iro
0 ; Lab
0 ; Las
0 ; Ldr
0 ; Lit
0 ; Too
0 ; Mag
0 ; Map
0 ; Mas
0 ; MP
0 ; Mat
0 ; Med
0 ; Met
0 ; Min
0 ; Mob
0 ; Mon
0 ; MT
0 ; Mys
0 ; Nav
0 ; NF
0 ; NP
0 ; Phi
0 ; Phy
0 ; Pla
7 ; Plu
0 ; PT
0 ; Pot
0 ; Rad
0 ; RR
0 ; Rec
0 ; Ref
0 ; Rfg
0 ; Rep
0 ; Rob
0 ; Roc
0 ; San
0 ; Sea
0 ; SFl
0 ; Sth
0 ; SE
0 ; Stl
0 ; Sup
0 ; Tac
0 ; The
0 ; ToG
0 ; Tra
0 ; Uni
0 ; War
5 ; Whe
0 ; Wri
0 ; ...
1 ; U1
2 ; U2
3 ; U3
4 ; X1
2 ; X2
3 ; X3
2 ; X4
2 ; X5
2 ; X6
2 ; X7

; Above--Group (0-7) for each advance
; 0=basic, 1=event given only, 2=advanced 3=alien only 4=human only
; Below--Codes determine each tribe's relation to the 8 possible Groups
; 0= can research, can own, 1=can't research, can own, 2=can't research, can't own

@LEADERS2
01020000  ; Romans
02121202  ; Allies
01221021  ; Germans
02211222  ; Norwegians
02221222  ; Yugoslavians
01020000  ; Greeks
01002000  ; Gazpichi
01212220  ; U.S.S.R.
01020000  ; Zulus
02221222  ; French
01020000  ; Aztecs
01020000  ; Chinese
01020000  ; English
02221222  ; Neutral
01020000  ; Celts
01020000  ; Japanese
01020000  ; Vikings
01020000  ; Spanish
01020000  ; Persians
01020000  ; Carthaginians
01002000  ; Treg

01000000  ; Arabs
01000000  ; Incas


; Advanced unit fields
; A) 'tribe color may build' mask:      0 - can't; 1 - can
; B) 'not allowed on map' mask:   1 - not allowed on map
; C) minimum bribe amount:        n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask: 1: can; 0: can't for each site type (reverse programmer notation)
; E) 'use transport site' mask:   1: can; 0: can't for each site type (reverse programmer notation)
; F) native transport ability:    1: can; 0: can't for each map relationship type (reverse programmer notation)
; G) General flags
;   00000001   invisible until attack:               1 - invisible
;   00000010   non-disbandable (human players only): 1 - cannot disband
;   00000100   0-range-air-unit damage override:     1 - override damage
;   00001000   barbarian units can't be bought off:  1 - can't buy off
;   00010000   impassable terrain override:          1 - override impassable terrain
;   00100000   engineer capabilities flag:           1 - has abilities
;   01000000   barbarian unit will not expire:       1 - no expire
;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Engineers
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Heer Division
00001000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Sturmtruppen
00001000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Rocket Grenadiers
00001000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Waffen S.S.
00001000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Fallschirmjger
00000000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Afrika Korps
00001000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Italian Division
00000000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Field Marshal
00010010, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Partisans
00000010, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Soviet Division
00000010, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Red Guards
00000100, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;French Division
00000100, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;British Division
00000100, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;American GIs
00000100, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Bazookas
00000100, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Airborne
00000000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Allied General
00000000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Gn. Patton
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Panzer Grenadiers
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Light Pazner
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Panzer IV
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Tiger
00001000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Panther
00001000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Knigstiger
00000010, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;KW-1
00000010, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;KW-2
00000010, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;T-34/76
00000010, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;T-34/85
00000010, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;IS-2
00000100, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Armored A.P.C.
00000100, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Motorized
00000100, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;MK II Matilda
00000100, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Churchill
00000100, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;M3 Lee/Grant
00000100, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;M4 Sherman
00000100, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;M.26 Pershing
00111110, 00000000,200,0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;75mm
00001110, 00000000,200,0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;85mm
00001110, 00000000,200,0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;105mm
00001110, 00000000,200,0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Anti-Tank
00001110, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Tracked
00001110, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;A.A. Battery
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Wespe
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Hummel
00000100, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;M40SPG
00000100, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000001  ;Resistance
00000100, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Commando
00000010, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Katyusha
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00010000  ;Me.109
00001000, 00000000,-1, 0000000000000000, 0000000000000001, 0000000000000000, 00010000  ;Fw.190G
00001000, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00010000  ;Me.262
00001000, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;Ju.87 Stuka
00001000, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;He.111
00001000, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;Hs.129
00001000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00010000  ;Ar.234
00000010, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;Yak-9
00000010, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;Il-2 Stormovik
00000100, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;Hurricane
00000100, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;Spitfire
00000100, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;P-51D Mustang
00000100, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;Lancaster
00000100, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000001, 00010000  ;B-17
00000100, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00010000  ;B-29
00001000, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000001, 00010000  ;V-2 Rocket
00001100, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000001, 00000010  ;Destroyer
00001100, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000001, 00000000  ;Cruiser
00001000, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00000000  ;P Battleship
00001100, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000001, 00000100  ;Battleship
00001000, 00000000,-1, 0000000000000000, 0000000000000011, 0000000000000000, 00000000  ;U-Boat
00000100, 00000000,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Carrier
00001100, 11000010,-1, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Landing Craft
00000100, 00000001,-1, 0000000000000001, 0000000000000000, 0000000000000000, 00000000  ;Freighter
00001000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000000  ;Stug III
00000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000001  ;Minefield
00000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000000  ;Pillbox
00000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000010  ;Fortress
00000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000010  ;Factory
00000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000010  ;Industry
00000000, 00000000,-1, 0000000000000000, 0000000000000010, 0000000000000000, 00000010  ;Industrial

; 0-15 define legal transport possibilities
; art matched in threes 0/3/6/9/12/15; 1/4/7/10/13; 2/5/8/11/14

@MAP_TRANSPORT_RELATIONSHIPS
0,1  ; 0/1   Human Transporter
0,1  ;140/0  Alien Transporter
0,0  ; 2/3   None
0,0  ; 3/1   None
0,0  ; 4/2   None
0,0  ; 5/3   None
0,0  ; 6/1   None
0,0  ; 7/2   None
0,0  ; 8/3   None
0,0  ; 9/1   None
0,0  ; 10/2   None
0,0  ; 11/3   None
0,0  ; 12/1   None
0,0  ; 13/2   None
0,0  ; 14/3   None
0,0  ; 15/1   None

@INITIAL_SETTINGS
0,0,3 ; Romans
0,0,3 ; Babylonians
0,0,3 ; Germans
0,0,3 ; Egyptians
0,0,3 ; Americans
0,0,3 ; Greeks
1,0,51 ; Gazpichi
0,0,3 ; Russians
0,0,3 ; Zulus
0,0,3 ; French
0,0,3 ; Aztecs
0,0,3 ; Chinese
0,0,3 ; English
1,0,51 ; Brr'til
0,0,3 ; Celts
0,0,3 ; Japanese
0,0,3 ; Vikings
0,0,3 ; Spanish
0,0,3 ; Persians
0,0,3 ; Carthaginians
1,0,51 ; Treg

; Combat sounds

@SOUNDS
<none> 	 	; Engineers
rifles.wav	; Heer Division
Mchnguns.wav  	; Kampfstaffel
blast.wav 	; Panzerschreck
SS.wav  	; Waffen S.S.
Infantry.wav 	; Fallschirmjger
Infantry.wav  	; Afrika Korps
rifles.wav	; Italian Division
SS.wav  	; Field Marshal
Infantry.wav  	; Partisans
rifles.wav  	; Soviet Division
russian.wav  	; Red Guards
rifles.wav  	; French Division
rifles.wav	; British Division
Mchnguns.wav 	; American GIs
blast.wav 	; Bazooka
Infantry.wav  	; Airborne
Mchnguns.wav  	; Allied General
tank.wav 	; Gn. Patton
motorized.wav 	; Panzer Grenadiers
ltank.wav 	; Light Pazner
ltank.wav	; Panzer IV
tank.wav  	; Tiger
tank.wav 	; Panther
tank.wav 	; Knigstiger
ltank.wav		; KW-1
ltank.wav  		; KW-2
tank.wav  		; T-34/76
tank.wav  		; T-34/85
tank.wav 		; IS-2
motorized.wav 		; Armored A.P.C.
motorized.wav  		; Motorized
ltank.wav  	; MK II Matilda
tank.wav 	; Churchill
ltank.wav 	; M3 Lee/Grant
tank.wav 	; M4 Sherman
tank.wav 	; M.26 Pershing
Medgun.wav 	; 75mm
Medgun.wav  	; 85mm
Medgun.wav  	; 105mm
<none> 	 	; Anti-Tank
tracked.wav 	; Tracked
<none> 	 	; A.A. Battery
motorized.wav  	; A.A. Truck
biggun.wav 	; Hummel.
biggun.wav 	; M40SPG
Infantry.wav		; Resistance
Spysilencer.wav 	; Commando
katyusha.wav  		; Katyusha
<none>		; Me.109
<none>		; Fw.190G
jet.wav 	; Me.262
stuka.wav       ; Ju.87 Stuka
bomber.wav	; He.111
bomber.wav	; Hs.129
bomber.wav      ; Ar.234
aircombt.wav	; Yak-9
aircraft.wav	; Il-2 Stormovik
aircombt.wav	; Hurricane
jetcombt.wav	; Spitfire
aircraft.wav    ; P-51D Mustang
bomber.wav      ; Lancaster
bomber.wav      ; B-17
bomber.wav	; B-29
Missile.wav     ; V-2 Rocket
navgun.wav      ; Destroyer
navgun.wav      ; Cruiser
navgun.wav      ; P Battleship
navgun.wav      ; Battleship
Torpedos.wav    ; U-Boat
<None>          ; Carrier
<None>          ; Landing Craft
<None>          ; Freighter
tank.wav        ; Stug III
Raia.wav        ; Minefield
Keeing.wav      ; Pillbox
Porpoise.wav    ; Fortress
Otterine.wav    ; Jiraki
Tree.wav        ; Denshuk
Wolves.wav      ; Wuk Turr

@RIVERS
River,          ; map 1
River,          ; map 2
River,          ; map 3
River,          ; map 4

; please do not remove this line
